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The Cleanup thread was regarding the Enclave being Unintentionally Sympathetic. The wrong entry was deleted.
Also Crosswicking an example from Rooting For The Empire


* RootingForTheEmpire: A large number fans are adamant supporters of the Enclave, with many quite displeased that joining the Enclave was not possible in the game. This is due to the Enclave shifting from their "kill any non-pure human" agenda from Fallout 2 to using the water purifier as a means to rule the Capital Wasteland with an iron fist (mostly anyway, President Eden wants to continue with the genocide idea but Dragon-in-Chief Colonel Autumn and his men do not). They're still ruthless fascists who consider any wastelander sub-human and will slaughter anyone who gets in their way, but since the Capital Wasteland is still such a barely functioning craphole after 200 years, it's arguable that the Enclave could finally bring order and stability. You even meet one of your father's colleagues who switches sides to help the Enclave because they actually have the technology and the means for her do finally do some real good in the wasteland, rather than desperately trying to scrape together some progress back at Rivet City.



* UnintentionallySympathetic: The Enclave. In contrast to their depiction in ''Fallout 2'', where they were genocidal racists, here they're toned back to {{Eagleland}} fascists. President Eden want to wipe out the wasteland inhabitants due to their mutations, but his DragonInChief Colonel Autumn wants to take control of the Purifier and activate it to use a source of fresh water to win the loyalty of the wasteland inhabitants. True, the Enclave including Autumn are a bunch of {{Jerkass}}es who kill anyone who defies them, terminals at their outposts imply they're experimenting on the local populace, and they want to wipe out the Brotherhood of Steel. On the other hand, Talon Company, super mutants, raiders, slavers, and all sorts of mutated animals, are out there making sure that just surviving the day is a challenge for many people, so against them the Enclave's goals and misdeeds can make them seem like the lesser evil. [[UtopiaJustifiesTheMeans For some]], a totalitarian government engaging in human experimentation may be a worthwhile price to pay if the upside is peace, order, and clean water.
* UnintentionallyUnsympathetic: Most of the slaves in the Pitt are seriously rude towards the Lone Wanderer, especially Midea, who always seems to be insulting your intelligence with every scolding sentence she utters over ''everything''. And you're supposed to be ''saving'' them, too!

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* UnintentionallySympathetic: The Enclave. In contrast UnintentionallyUnsympathetic:
** You're apparently supposed
to their depiction in ''Fallout 2'', where they were genocidal racists, here they're toned back to {{Eagleland}} fascists. President Eden want to wipe out feel some pity for the wasteland inhabitants due dire state Vault 101 is in during Trouble on the Homefront, which is a shame since the game makes it very difficult to their mutations, feel anything but his DragonInChief Colonel Autumn wants to take control contempt for the people of the Purifier Vault. Most of them treat you with unfair hostility and activate scorn, acting as if everything is your fault when it to use a source of fresh water to win was your father leaving the loyalty Vault and Overseer Alphonse overreacting to it that caused everything (if you escaped the Vault without killing anyone, their hostility is even less justified). Only a handful of the wasteland inhabitants. True, populace treat you decently (the fact that [[TheBully Butch]] is one of the Enclave including Autumn are a bunch of {{Jerkass}}es who kill anyone who defies them, terminals at decent people speaks volumes) and even if you save all their outposts imply they're experimenting on the local populace, and asses without shedding a single drop of blood [[UngratefulBastard they want to wipe still kick you out the Brotherhood of Steel. On the other hand, Talon Company, super mutants, raiders, slavers, and all sorts of mutated animals, are out there making sure that just surviving the day is a challenge continue to blame you for many people, so against them the Enclave's goals and misdeeds can make them seem like the lesser evil. [[UtopiaJustifiesTheMeans For some]], a totalitarian government engaging in human experimentation may be a worthwhile price to pay if the upside is peace, order, and clean water.
* UnintentionallyUnsympathetic:
what had happened]].
**
Most of the slaves in the Pitt are seriously rude towards the Lone Wanderer, especially Midea, who always seems to be insulting your intelligence with every scolding sentence she utters over ''everything''. And you're supposed to be ''saving'' them, too!

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Cleanup thread considers it not the case. Fasiscm is never sympathic.


* UnintentionallyUnsympathetic:
** You're apparently supposed to feel some pity for the dire state Vault 101 is in during Trouble on the Homefront, which is a shame since the game makes it very difficult to feel anything but contempt for the people of the Vault. Most of them treat you with unfair hostility and scorn, acting as if everything is your fault when it was your father leaving the Vault and Overseer Alphonse overreacting to it that caused everything (if you escaped the Vault without killing anyone, their hostility is even less justified). Only a handful of the populace treat you decently (the fact that [[TheBully Butch]] is one of the decent people speaks volumes) and even if you save all their asses without shedding a single drop of blood [[UngratefulBastard they still kick you out and continue to blame you for what had happened]].
** Most of the slaves in the Pitt are seriously rude towards the Lone Wanderer, especially Midea, who always seems to be insulting your intelligence with every scolding sentence she utters over ''everything''. And you're supposed to be ''saving'' them, too!

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* UnintentionallyUnsympathetic:
** You're apparently supposed to feel some pity for the dire state Vault 101 is in during Trouble on the Homefront, which is a shame since the game makes it very difficult to feel anything but contempt for the people of the Vault. Most of them treat you with unfair hostility and scorn, acting as if everything is your fault when it was your father leaving the Vault and Overseer Alphonse overreacting to it that caused everything (if you escaped the Vault without killing anyone, their hostility is even less justified). Only a handful of the populace treat you decently (the fact that [[TheBully Butch]] is one of the decent people speaks volumes) and even if you save all their asses without shedding a single drop of blood [[UngratefulBastard they still kick you out and continue to blame you for what had happened]].
**
UnintentionallyUnsympathetic: Most of the slaves in the Pitt are seriously rude towards the Lone Wanderer, especially Midea, who always seems to be insulting your intelligence with every scolding sentence she utters over ''everything''. And you're supposed to be ''saving'' them, too!

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* CompleteMonster:
** [[MadScientist Dr. Stanislaus Braun]] is the Overseer of Vault 112 who [[VirtualRealityWarper controls the virtual reality simulation]] where he and the other vault members reside. A sadist with [[AGodAmI a god complex]], for the past 200 years he's been entertaining himself by torturing and killing every person inside the simulation, [[FateWorseThanDeath only to bring them back to life to torment and kill them over and over again]]. He specifically mentions that doing so is only fun because they are real people, and not computer simulations. Before Braun allows the [[Characters/Fallout3LoneWandererAndCompanions Lone Wanderer]] to leave the simulation, he forces the player to do increasingly horrible things to the other Vault residents, culminating in the deaths of all inhabitants by the player's hands. Braun was also the Director of the "Societal Preservation Program", better known as the Vault experiments. Advertised as providing civilians shelter from the expected nuclear war, in actuality the purpose of the Vaults was to gather unknowing, human guinea pigs to conduct horrific experiments on ForScience These experiments include forcibly turning Vault citizens into Super Mutants, tricking people into [[HumanSacrifice ritualistically sacrificing their fellow citizens]], pumping hallucinogenic drugs into their ventilation system, and driving people insane by implanting posthypnotic combat suggestions into their minds through white-noise. Most of the Vault experiments resulted in the deaths, [[AndIMustScream or worse]], of everyone involved with them.
** [[HumanTraffickers Eulogy Jones]] is the most callous crime boss to ever have set foot in the Capital Wasteland. Killing his predecessor to establish his own empire at Paradise Falls, Jones oversees the human trafficking with an iron fist, keeping the slaves in check by [[ExplosiveLeash installing explosive collars on their necks]]. Eulogy's cruelty extends to his own personal slaves, whom he abuses and rapes on a regular basis--one was reduced into a subservient sex object suffering from UsefulNotes/StockholmSyndrome. More horrific is Eulogy's interest in [[WouldHurtAChild enslaving children]], having kidnapped children from Little Lamplight and planning on kidnapping more to sustain his business.
** [[spoiler:[[AxCrazy Roy Phillips]] is a [[FantasticRacism rabid anti-human bigot]] trying to get into [[Characters/Fallout3TenpennyTower Tenpenny Tower]] through any means possible. When first approached, Phillips's initial plan is to use his feral ghouls to overrun Tenpenny Tower and slaughter everyone inside. Despite this, Roy feels no empathy for his feral brethren, believing them to be mindless freaks only good as guard dogs and CannonFodder. However, if the Lone Wanderer is able to come to a solution where the ghouls are peacefully allowed to move into Tenpenny Tower, Roy will seemingly relent hostilities, at least until a few days later where it's revealed he slaughtered everyone in the Tower anyway, regardless of whether they were anti-ghoul or not, for no reason. When confronted about this, Roy shows no guilt and tells the Wanderer to piss off before he murders them too. Furthermore, if Burke is still alive and still plans on [[NukeEm nuking Megaton]], Roy will fully support Burke's plan so he can see that "smoothskin shithole" wiped off the Earth]].

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* CompleteMonster:
** [[MadScientist Dr. Stanislaus Braun]] is the Overseer of Vault 112 who [[VirtualRealityWarper controls the virtual reality simulation]] where he and the other vault members reside. A sadist with [[AGodAmI a god complex]], for the past 200 years he's been entertaining himself by torturing and killing every person inside the simulation, [[FateWorseThanDeath only to bring them back to life to torment and kill them over and over again]]. He specifically mentions that doing so is only fun because they are real people, and not computer simulations. Before Braun allows the [[Characters/Fallout3LoneWandererAndCompanions Lone Wanderer]] to leave the simulation, he forces the player to do increasingly horrible things to the other Vault residents, culminating in the deaths of all inhabitants by the player's hands. Braun was also the Director of the "Societal Preservation Program", better known as the Vault experiments. Advertised as providing civilians shelter from the expected nuclear war, in actuality the purpose of the Vaults was to gather unknowing, human guinea pigs to conduct horrific experiments on ForScience These experiments include forcibly turning Vault citizens into Super Mutants, tricking people into [[HumanSacrifice ritualistically sacrificing their fellow citizens]], pumping hallucinogenic drugs into their ventilation system, and driving people insane by implanting posthypnotic combat suggestions into their minds through white-noise. Most of the Vault experiments resulted in the deaths, [[AndIMustScream or worse]], of everyone involved with them.
** [[HumanTraffickers Eulogy Jones]] is the most callous crime boss to ever have set foot in the Capital Wasteland. Killing his predecessor to establish his own empire at Paradise Falls, Jones oversees the human trafficking with an iron fist, keeping the slaves in check by [[ExplosiveLeash installing explosive collars on their necks]]. Eulogy's cruelty extends to his own personal slaves, whom he abuses and rapes on a regular basis--one was reduced into a subservient sex object suffering from UsefulNotes/StockholmSyndrome. More horrific is Eulogy's interest in [[WouldHurtAChild enslaving children]], having kidnapped children from Little Lamplight and planning on kidnapping more to sustain his business.
** [[spoiler:[[AxCrazy Roy Phillips]] is a [[FantasticRacism rabid anti-human bigot]] trying to get into [[Characters/Fallout3TenpennyTower Tenpenny Tower]] through any means possible. When first approached, Phillips's initial plan is to use his feral ghouls to overrun Tenpenny Tower and slaughter everyone inside. Despite this, Roy feels no empathy for his feral brethren, believing them to be mindless freaks only good as guard dogs and CannonFodder. However, if the Lone Wanderer is able to come to a solution where the ghouls are peacefully allowed to move into Tenpenny Tower, Roy will seemingly relent hostilities, at least until a few days later where it's revealed he slaughtered everyone in the Tower anyway, regardless of whether they were anti-ghoul or not, for no reason. When confronted about this, Roy shows no guilt and tells the Wanderer to piss off before he murders them too. Furthermore, if Burke is still alive and still plans on [[NukeEm nuking Megaton]], Roy will fully support Burke's plan so he can see that "smoothskin shithole" wiped off the Earth]].
CompleteMonster: See [[Monster/{{Fallout}} here]].
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** Some people who played the game thought [[spoiler:Colonel Autumn]] was a super nice guy, even though [[spoiler:he's an asshole who only betrayed Eden because he wanted absolute control over the water supply, and Eden was going to poison it]]. Some even wanted him as a ''companion.'' That said, part of the reason why this perception exists is because playing a role in the death of the Lone Wanderer's father and the killing of Janice Kaplinski aside, Autumn dosen't do anything overtly evil and could be read as legitimately horrified when he learns of Eden's plans for the water. The Enclave under Autumn are implied to carry out genetic screenings of the population in the Capital Wasteland with those not adhering to proper genetic standards being executed en masse with flamethrowers, but this is only stumbled upon if the player reads terminal entries and mostly OffscreenVillainy, the fact that there is enough wiggle room even with these terminals to argue that these atrocities were carried out by Eden over Autumn due to the game making it vague as to who ordered the genetic screenings in the first place and the perception that the mandated genetic screenings feel more in character with Eden than with Autumn dosen't help matters.

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** Some people who played the game thought [[spoiler:Colonel Autumn]] was a super nice guy, even though [[spoiler:he's an asshole who only betrayed Eden because he wanted absolute control over the water supply, and Eden was going to poison it]]. Some even wanted him as a ''companion.'' That said, part of the reason why this perception exists is because playing a role in the death of the Lone Wanderer's father and the killing of Janice Kaplinski aside, Autumn dosen't do anything overtly evil and could be read as legitimately horrified when he learns of Eden's plans for the water. The Enclave under Autumn are implied to carry out genetic screenings of the population in the Capital Wasteland with those not adhering to proper genetic standards being executed en masse with flamethrowers, but this is only stumbled upon if the player reads terminal entries and mostly OffscreenVillainy, the OffscreenVillainy. The fact that there is enough wiggle room even with these terminals to argue that these atrocities were carried out by Eden over Autumn due to the game making it vague as to who ordered the genetic screenings in the first place and place, combined with the perception that the mandated genetic screenings feel more in character with Eden than with Autumn dosen't doesn't help matters.
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** Some people who played the game thought [[spoiler:Colonel Autumn]] was a super nice guy, even though [[spoiler:he's an asshole who only betrayed Eden because he wanted absolute control over the water supply, and Eden was going to poison it]]. Some even wanted him as a ''companion.''

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** Some people who played the game thought [[spoiler:Colonel Autumn]] was a super nice guy, even though [[spoiler:he's an asshole who only betrayed Eden because he wanted absolute control over the water supply, and Eden was going to poison it]]. Some even wanted him as a ''companion.'''' That said, part of the reason why this perception exists is because playing a role in the death of the Lone Wanderer's father and the killing of Janice Kaplinski aside, Autumn dosen't do anything overtly evil and could be read as legitimately horrified when he learns of Eden's plans for the water. The Enclave under Autumn are implied to carry out genetic screenings of the population in the Capital Wasteland with those not adhering to proper genetic standards being executed en masse with flamethrowers, but this is only stumbled upon if the player reads terminal entries and mostly OffscreenVillainy, the fact that there is enough wiggle room even with these terminals to argue that these atrocities were carried out by Eden over Autumn due to the game making it vague as to who ordered the genetic screenings in the first place and the perception that the mandated genetic screenings feel more in character with Eden than with Autumn dosen't help matters.
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** The "Tenpenny Tower" quest is one of the most polarizing quests in the game, second only to "Power of the Atom", primarily because of the TakeAThirdOption option the player can take, and the outcome of doing so. On one hand, some love that the game subverts the standard "the third option is the best" choice, since convincing Tenpenny to let the ghouls live in the tower results in Roy Phillips killing all the humans inside (save potentially Burke), and is seen by fans as an interesting moral debate about what truly would seem the right outcome in the situation with that in mind. It being one of the few quests in the game that has multiple outcomes also makes people praise it for allowing the player to determine the fate of the tower, something the game doesn't do quite often for sidequests. Others really hate it, because it comes across as an unnecessary and dark twist that does nothing but undermine what the player did, and feels cheap that you can try to get a peaceful outcome, only for the game to just undo it with no real analysis or involvement from the player. Detractors also criticize the whole "moral greyness" that is seemingly presented with it, because Roy is such an evil person, that siding with him at all (3 non-feral ghouls vs all the people inside the tower), is hardly a nuanced choice despite what the game seems to present.

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** The "Tenpenny Tower" quest is one of the most polarizing quests in the game, second only to "Power of the Atom", primarily because of the TakeAThirdOption option the player can take, and the outcome of doing so. On one hand, some love that the game subverts the standard "the third option is the best" choice, since convincing Tenpenny to let the ghouls live in the tower results in Roy Phillips killing all the humans inside (save potentially Burke), and is seen by fans as an interesting moral debate about what truly would seem the right outcome in the situation with that in mind. It being one of the few quests in the game that has multiple outcomes also makes people praise it for allowing the player to determine the fate of the tower, something the game doesn't do quite often for sidequests. Others really hate it, because it comes across as an unnecessary and dark twist that does nothing but undermine what the player did, and feels cheap that you can try to get a peaceful outcome, only for the game to just undo it with no real analysis or involvement from the player. Detractors also criticize the whole "moral greyness" that is seemingly presented with it, because Roy is such an evil person, that siding with him at all (3 non-feral ghouls vs all the people inside the tower), is hardly a nuanced choice despite what the game seems to present. And that's not getting into the fact, that if you kill Roy even after the quest is done, it's treated as a bad thing to do, and gives you bad Karma in doing so.
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misuse. A player isn't supposed to inoke it themselves.


** The PlayerCharacter can play themself this way: a bloodthirsty killer with no morals what-so-ever, but who has maxed out their Charisma and Intelligence to the point where no one would dare argue. Except Three Dog, of course.
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Not a YMMV trope. Moving


* BlindIdiotTranslation: The Italian version of the game. Here are two examples...
** When the player asks Roy Philips why he [[spoiler:killed all the human residents of Tenpenny Tower,]] he responds with a simple "They had it coming!". In Italian they took the line's meaning way too literally, with Roy Philips answering the player's aforementioned question with the line: "L'hanno fatto venire!" which translates to... "They made him come here!", as if someone actually arrived there.
** In Arefu, while talking to Ken Ewers, he will ask you the following line: "Do you understand English?", which is translated in Italian with "Do you even speak Italian?". From a real-world point of view the character is indeed speaking Italian of course, but since the game takes place in Washington D.C. it's safe to say some TranslationConvention is going on here.
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** You're apparently supposed to feel some pity for the dire state Vault 101 is in during Trouble on the Homefront, which is a shame since the game makes it very difficult to feel anything but contempt for the people of the Vault. Most of them treat you with unfair hostility and scorn, acting as if everything is your fault when it was your father leaving the Vault and Overseer Alphonse overreacting to it that caused everything. Only a handful of the populace treat you decently (the fact that [[TheBully Butch]] is one of the decent people speaks volumes) and even if you save all their asses without shedding a single drop of blood [[UngratefulBastard they still kick you out and continue to blame you for what had happened]].

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** You're apparently supposed to feel some pity for the dire state Vault 101 is in during Trouble on the Homefront, which is a shame since the game makes it very difficult to feel anything but contempt for the people of the Vault. Most of them treat you with unfair hostility and scorn, acting as if everything is your fault when it was your father leaving the Vault and Overseer Alphonse overreacting to it that caused everything.everything (if you escaped the Vault without killing anyone, their hostility is even less justified). Only a handful of the populace treat you decently (the fact that [[TheBully Butch]] is one of the decent people speaks volumes) and even if you save all their asses without shedding a single drop of blood [[UngratefulBastard they still kick you out and continue to blame you for what had happened]].
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* OneSceneWonder: Liberty Prime, while visible from the the first time you enter the Citadel, is only active for one quest in the main game, right at the end. But his appearance is one of the most memorable things in the game, if not the entire series.
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moving this to Fallout 2's page since I just realized it fits better there


** The earlier games held a RaygunGothic aesthetic inspired by a very 1950s-style [[EagleLand image of America]], but were also a twisted satire of that ideal - pre-war America was near-universally treated as violent, imperialistic and prejudiced, having interned people of Chinese descent over fear of them being sleeper agents and so desperate for resources that among other things it was confirmed to have annexed Canada (even the intro to the first game includes a newsreel of a pair of power armor-clad US soldiers executing a Canadian citizen in the streets [[MoodWhiplash and then waving at the camera]]). As the series went on, however, the PatrioticFervor elements gradually became less satirical, and even attempts made to hold to the original message were counterbalanced by cartoonishly-overblown nationalism and its associated imagery being either played completely straight, or [[DoNotDoThisCoolThing treated in such a way it may as well have been]]. ''Fallout 3'' is perhaps the turning point, as like ''Fallout 2'' a good deal of its ending revolves around a marvel of old American super-science with a cartoonishly-violent personality that embodies America's warlike nature, but each with one critical difference: Frank Horrigan of ''Fallout 2'' is the ultimate villain and FinalBoss, treated dead-seriously and with his nationalism resulting in lines that simultaneously glorify America and make it clear he's going to do very bad things to you and everybody else in the wastes in its name; Liberty Prime of this game, by contrast, ''assists'' the player, and while he's similarly nationalistic, his personality is ''so'' cartoonishly overblown that it becomes endearing, so that even though [[UnbuiltTrope he's technically used against the genocidal remnants of the American government]] in this game, [[MisaimedFandom not a lot of players remember him that way]]. Not helped was Bethesda and Zenimax's growing obsession with ''Fallout'' [[MerchandiseDriven as a brand]], taking things meant to satirize the hyper-capitalist ideals of pre-war America and [[MisaimedMarketing using them to sell merch]].

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* GenreTurningPoint: The game was hugely influential for the seventh generation of consoles for many reasons - its incredibly large and detailed open world, its adaption of traditional RPG mechanics into a first-person perspective with VATS, and its numerous quests with open-ended design coloured perceptions of what WideOpenSandbox games could be like, and so on. While its sequel ''New Vegas'' is more appreciated for being major improvements to the standard that ''3'' set, especially when it comes to quest design and RPG elements, as well as having a more dynamic story, ''Fallout 3'' is still appreciated for its own merits as being a fun game and for its revolutionary qualities (in particular, being a large influence on some of the most lauded games of the seventh-generation, like ''Videogame/TheElderScrollsVSkyrim'', ''Videogame/FarCry3'', and ''Franchise/AssassinsCreed'' series).



* SeinfeldIsUnfunny: The game was hugely influential for the seventh generation of consoles for many reasons - its incredibly large and detailed open world, its adaption of traditional RPG mechanics into a first-person perspective with VATS, and its numerous quests with open-ended design coloured perceptions of what WideOpenSandbox games could be like, and so on. Nowadays, its sequels ''New Vegas'' and ''Fallout 4'' are more appreciated for being major improvements to the standard that ''3'' set. Quest design and RPG elements are improved in ''New Vegas'', as well as having a more dynamic story, and ''4'' is a massive improvement in the gameplay department with updated shooting and looting mechanics. ''Fallout 3'' is still appreciated for its own merits as being a fun game and for its revolutionary qualities (in particular, being a large influence on some of the most lauded games of the seventh-generation, like ''Videogame/TheElderScrollsVSkyrim'', ''Videogame/FarCry3'', and ''Franchise/AssassinsCreed'').
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** The [[spoiler:Mobile Base used by the Enclave]] in Broken Steel is actually based on/a heavily modified version of the real-life Crawler transporter (or more accurately a pair of said transporters) built and used by NASA as mobile launch pads for the Space Shuttles during the 80's through 2011, when the Space Shuttle program was unfortunately cancelled.

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** The [[spoiler:Mobile Base used by the Enclave]] in Broken Steel is actually based on/a inspired by/is a heavily modified version of the real-life Crawler transporter (or more accurately a pair of said transporters) built and used by NASA as mobile launch pads for the Space Shuttles during the 80's through 2011, when the Space Shuttle program was unfortunately cancelled.
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** The [[spoiler:Mobile Base used by the Enclave]]in Broken Steel is actually based on/a heavily modified version of the real-life Crawler transporter (or more accurately a pair of said transporters) used as mobile launch pads for the Space Shuttles during the 80's through 2011, when the Space Shuttle program was unfortunately cancelled.

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** The [[spoiler:Mobile Base used by the Enclave]]in Enclave]] in Broken Steel is actually based on/a heavily modified version of the real-life Crawler transporter (or more accurately a pair of said transporters) built and used by NASA as mobile launch pads for the Space Shuttles during the 80's through 2011, when the Space Shuttle program was unfortunately cancelled.
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**The [[spoiler:Mobile Base used by the Enclave]]in Broken Steel is actually based on/a heavily modified version of the real-life Crawler transporter (or more accurately a pair of said transporters) used as mobile launch pads for the Space Shuttles during the 80's through 2011, when the Space Shuttle program was unfortunately cancelled.
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** [[spoiler:Destroying the Enclave's Mobile Base Crawler base with their own reprogrammed satellite at the end of Broken Steel and finally putting an end to them once and for all]]

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** [[spoiler:Destroying the Enclave's Mobile Base Crawler base with their own reprogrammed satellite at the end of Broken Steel and finally putting an end to them once and for all]]
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** Seeing Project Purity fully operational in ''Broken Steel'' can be a satisfying experience all on its own (assuming you didn't poison it with FEV). After all the hardships James, Catherine, Dr. Li, and [[PlayerCharacter The Lone Wanderer]] endured, their collective dream is realized, the tidal basin is purified, the water is clean and free for all, The Capital Wasteland is saved.
** Destroying the Enclave's Mobile Base Crawler base with their own reprogrammed satellite at the end of Broken Steel and finally putting an end to them once and for all(?)

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** Seeing Project [[spoiler:Project Purity fully operational in ''Broken Steel'' can be a satisfying experience all on its own (assuming you didn't poison it with FEV). After all the hardships James, Catherine, Dr. Li, and [[PlayerCharacter The Lone Wanderer]] endured, their collective dream is realized, the tidal basin is purified, the water is clean and free for all, The Capital Wasteland is saved.
saved.]]
** Destroying [[spoiler:Destroying the Enclave's Mobile Base Crawler base with their own reprogrammed satellite at the end of Broken Steel and finally putting an end to them once and for all(?)all]]

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** G
Seeing the Enclave's Mobile Base Crawler base destroyed by their own reprogrammed weapon at the end of Broken Steel and defeating them once and for all (?)

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** G
Seeing
Destroying the Enclave's Mobile Base Crawler base destroyed by with their own reprogrammed weapon satellite at the end of Broken Steel and defeating finally putting an end to them once and for all (?)all(?)
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**G
Seeing the Enclave's Mobile Base Crawler base destroyed by their own reprogrammed weapon at the end of Broken Steel and defeating them once and for all (?)
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** [[AxCrazy Roy Phillips]] is a [[FantasticRacism rabid anti-human bigot]] trying to get into [[Characters/Fallout3TenpennyTower Tenpenny Tower]] through any means possible. When first approached, Phillips's initial plan is to use his feral ghouls to overrun Tenpenny Tower and slaughter everyone inside. Despite this, Roy feels no empathy for his feral brethren, believing them to be mindless freaks only good as guard dogs and CannonFodder. However, if the Lone Wanderer is able to come to a solution where the ghouls are peacefully allowed to move into Tenpenny Tower, Roy will seemingly relent hostilities, at least until a few days later where it's revealed he slaughtered everyone in the Tower anyway, regardless of whether they were anti-ghoul or not, for no reason. When confronted about this, Roy shows no guilt and tells the Wanderer to piss off before he murders them too. Furthermore, if Burke is still alive and still plans on [[NukeEm nuking Megaton]], Roy will fully support Burke's plan so he can see that "smoothskin shithole" wiped off the Earth.

to:

** [[AxCrazy **[[spoiler:[[AxCrazy Roy Phillips]] is a [[FantasticRacism rabid anti-human bigot]] trying to get into [[Characters/Fallout3TenpennyTower Tenpenny Tower]] through any means possible. When first approached, Phillips's initial plan is to use his feral ghouls to overrun Tenpenny Tower and slaughter everyone inside. Despite this, Roy feels no empathy for his feral brethren, believing them to be mindless freaks only good as guard dogs and CannonFodder. However, if the Lone Wanderer is able to come to a solution where the ghouls are peacefully allowed to move into Tenpenny Tower, Roy will seemingly relent hostilities, at least until a few days later where it's revealed he slaughtered everyone in the Tower anyway, regardless of whether they were anti-ghoul or not, for no reason. When confronted about this, Roy shows no guilt and tells the Wanderer to piss off before he murders them too. Furthermore, if Burke is still alive and still plans on [[NukeEm nuking Megaton]], Roy will fully support Burke's plan so he can see that "smoothskin shithole" wiped off the Earth.Earth]].
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** The earlier games held a RaygunGothic aesthetic inspired by a very 1950s-style [[EagleLand image of America]], but were also a twisted satire of that ideal - pre-war America was near-universally treated as violent, imperialistic and prejudiced, having interned people of Chinese descent over fear of them being sleeper agents and so desperate for resources that among other things it was confirmed to have annexed Canada. As the series went on, however, the PatrioticFervor elements gradually became less satirical, and even attempts made to hold to the original message were counterbalanced by cartoonishly-overblown nationalism and its associated imagery being either played completely straight, or [[DoNotDoThisCoolThing treated in such a way it may as well have been]]. ''Fallout 3'' is perhaps the turning point, as like ''Fallout 2'' a good deal of its ending revolves around a marvel of old American super-science with a cartoonishly-violent personality that embodies America's warlike nature, but each with one critical difference: Frank Horrigan of ''Fallout 2'' is the ultimate villain and FinalBoss, treated dead-seriously and with his nationalism resulting in lines that simultaneously glorify America and make it clear he's going to do very bad things to you and everybody else in the wastes in its name; Liberty Prime of this game, by contrast, ''assists'' the player, and while he's similarly nationalistic, his personality is ''so'' cartoonishly overblown that it becomes endearing, so that even though [[UnbuiltTrope he's technically used against the genocidal remnants of the American government]] in this game, [[MisaimedFandom not a lot of players remember him that way]]. Not helped was Bethesda and Zenimax's growing obsession with ''Fallout'' [[MerchandiseDriven as a brand]], taking things meant to satirize the hyper-capitalist ideals of pre-war America and [[MisaimedMarketing using them to sell merch]].

to:

** The earlier games held a RaygunGothic aesthetic inspired by a very 1950s-style [[EagleLand image of America]], but were also a twisted satire of that ideal - pre-war America was near-universally treated as violent, imperialistic and prejudiced, having interned people of Chinese descent over fear of them being sleeper agents and so desperate for resources that among other things it was confirmed to have annexed Canada.Canada (even the intro to the first game includes a newsreel of a pair of power armor-clad US soldiers executing a Canadian citizen in the streets [[MoodWhiplash and then waving at the camera]]). As the series went on, however, the PatrioticFervor elements gradually became less satirical, and even attempts made to hold to the original message were counterbalanced by cartoonishly-overblown nationalism and its associated imagery being either played completely straight, or [[DoNotDoThisCoolThing treated in such a way it may as well have been]]. ''Fallout 3'' is perhaps the turning point, as like ''Fallout 2'' a good deal of its ending revolves around a marvel of old American super-science with a cartoonishly-violent personality that embodies America's warlike nature, but each with one critical difference: Frank Horrigan of ''Fallout 2'' is the ultimate villain and FinalBoss, treated dead-seriously and with his nationalism resulting in lines that simultaneously glorify America and make it clear he's going to do very bad things to you and everybody else in the wastes in its name; Liberty Prime of this game, by contrast, ''assists'' the player, and while he's similarly nationalistic, his personality is ''so'' cartoonishly overblown that it becomes endearing, so that even though [[UnbuiltTrope he's technically used against the genocidal remnants of the American government]] in this game, [[MisaimedFandom not a lot of players remember him that way]]. Not helped was Bethesda and Zenimax's growing obsession with ''Fallout'' [[MerchandiseDriven as a brand]], taking things meant to satirize the hyper-capitalist ideals of pre-war America and [[MisaimedMarketing using them to sell merch]].
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** A major reason why the Enclave in this game have a large DracoInLeatherPants status in the fandom is partially due to this issue. While they do some evil things in game, and anyone familiar with their roles in prior games wouldn't question them being antagonists, the part of the Enclave Colonel Autumn leads has almost the same goal as the "good guy" Brotherhood of Steel and your characters father: Purify the waters, and try to restore peace/civilization to the wasteland. Colonel Autumn is shown being horrified by the idea that President Eden would want to use a modified strand of the FEV to poison the water to kill all wastelanders with traces of radiation, meaning he isn't even try to kill everyone (at least from what is presented) like the Enclave from the previous game wanted to do. Yet he's treated by the game as evil and as the base games BigBad despite all these factors. Worse, the player is able to help President Eden by using the FEV on the purifier, itself a comically evil thing to do, yet Colonel Autumn, the man with a goal that is more or less almost the same as the good guys, it labeled the villain for some reason, which some players felt was silly and the game making him a bad guy just to have a bad guy.

to:

** A major reason why the Enclave in this game have a large DracoInLeatherPants status in the fandom is partially due to this issue. While they do some evil things in game, and anyone familiar with their roles in prior games wouldn't question them being antagonists, the part of the Enclave Colonel Autumn leads has almost the same goal as the "good guy" Brotherhood of Steel and your characters father: Purify the waters, and try to restore peace/civilization to the wasteland. Colonel Autumn is shown being horrified by the idea that President Eden would want to use a modified strand of the FEV to poison the water to kill all wastelanders with traces of radiation, meaning he isn't even try to kill everyone (at least from what is presented) like the Enclave from the previous game wanted to do. Yet he's treated by the game as evil and as the base games BigBad despite all these factors. Worse, the player is able to help President Eden by using the FEV on the purifier, itself a comically evil thing to do, yet Colonel Autumn, the man with a goal that is more or less almost the same as the good guys, it is labeled the villain for some reason, villain, which some players felt was silly and the game making him a bad guy just to have a human bad guy.
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All approved by thread. Just adding.


* MagnificentBastard: [[FriendlyNeighborhoodVampires Vance]] is the leader of the Family, a group of raiders who have earned themselves the reputation of "vampires" across the Capital Wasteland. Vance, far from being the barbaric psychopath he's made out to be, is actually an extraordinarily callous man whose tenacity has earned a thriving refuge for an entire FamilyOfChoice comprised of people afflicted with uncontrollable bloodthirst, utterly ruthless when it comes to protecting his flock and absolutely willing to kill to provide for his and their needs. Vance is nevertheless an [[AffablyEvil exceptionally reasonable man]] with a strict code of honor who took in a young teenager named Ian West who accidentally killed his parents, teaching him to manage his bloodlust in the same way the rest of the Family does. Vance can even be convinced to strike a deal with the community Arefu which previously he has repeatedly raided, vowing to protect the residents so long as they offer him and his family a non-lethal blood tribute. Vance's charisma and tenacity ensures the security of one of the most grounded and happiest organizations in the entire game, even against the pressures and prejudice of the CrapsackWorld that is the Capital Wasteland.

to:

* MagnificentBastard: MagnificentBastard:
**
[[FriendlyNeighborhoodVampires Vance]] is the leader of the Family, a group of raiders who have earned themselves the reputation of "vampires" across the Capital Wasteland. Vance, far from being the barbaric psychopath he's made out to be, is actually an extraordinarily callous man whose tenacity has earned a thriving refuge for an entire FamilyOfChoice comprised of people afflicted with uncontrollable bloodthirst, utterly ruthless when it comes to protecting his flock and absolutely willing to kill to provide for his and their needs. Vance is nevertheless an [[AffablyEvil exceptionally reasonable man]] with a strict code of honor who took in a young teenager named Ian West who accidentally killed his parents, teaching him to manage his bloodlust in the same way the rest of the Family does. Vance can even be convinced to strike a deal with the community Arefu which previously he has repeatedly raided, vowing to protect the residents so long as they offer him and his family a non-lethal blood tribute. Vance's charisma and tenacity ensures the security of one of the most grounded and happiest organizations in the entire game, even against the pressures and prejudice of the CrapsackWorld that is the Capital Wasteland.Wasteland.

** ''Operation: Anchorage'' [[DownloadableContent DLC]]: The [[FourStarBadass simulated General Constantine Chase]] is an idealized version the real General Chase created to shape future soldiers to be patriotic and determined to protect the American homeland from the Chinese. Programmed to be a bombastic commander and skilled strategist, the simulated General sends paratroopers to stealthily knock out enemy artillery before creating a three pronged attack that cripples the Red Army headquarters and allows the enemy General Jingwei to be cornered and eliminated. Also given the real Chase's ruthlessness, the simulated Chase has [[ShootTheHostage prisoners of war executed]] in front of recruits to harden their hearts and make them merciless towards the enemy.
** ''The Pitt'' [[DownloadableContent DLC]]: [[VisionaryVillain Ishmael Ashur]] is the ruthless and pragmatic lord of [[WretchedHive the Pitt]] and runs a slave state to power the only steel mill and arm his armies of raiders. Once of the Brotherhood of Steel who took part in the Scourging of Pittsburg, an abandoned Ashur sought to rebuild the city and restore its old glory by uniting both the common people and the surviving raiders under his command. Ashur would later marry a scientist working on a cure for the trog virus that [[WasOnceAMan mutates newborns into monsters]] and find the solution in his own immune newborn daughter. When his backstabbing former lieutenant Wernher returns to incite a slave revolt, Ashur immediately recognizes the Lone Wanderer as his undercover agent and tries to turn them to his cause by revealing the cure would someday be ready and swear his honest intent to free the people of the Pitt when the population could naturally grow and prosper.
** ''Point Lookout'' [[DownloadableContent DLC]]: [[BadassInANiceSuit Desmond Lockheart]] is a centuries old ghoul who once played the Great Game of spies and espionage in the old world before the nuclear apocalypse. [[SophisticatedAsHell Eloquent but foul mouthed]], Desmond gradually exposed himself to doses of radiation to secure immortality to continue his ancient feud with the villainous [[BrainInAJar Professor Calvert]]. Tracking Calvert to Point Lookout, Desmond takes over the Calvert Mansion both as a jab and to find information all the while defending himself against hordes of Calvert's brainwashed tribals. Taking advantage of a touring Lone Wanderer's sudden arrival, Desmond has them infiltrate the tribals to find the source of Calvert's control over them and creates a jamming device to block out Calvert's mind controlling signals. While the Lone Wanderer can side with Calvert, Desmond will call them out on their gullibility and ultimately prove the only worthwhile option.

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moving Game Breaker examples to the separate page for it since for some reason a few of these aren't already there


** ''Fallout 3'' was where the issue of your character having a defined backstory that really influenced the plot began; whereas other games had a backstory for your character that amounted to "you are a vault dweller/tribesman/courier" and where you came from or who your character was before the story started doesn't influence much of anything other than your initial goal (respectively finding a water chip for Vault 13, finding a GECK for Arroyo, and retrieving the Platinum Chip to complete your delivery job), ''Fallout 3''[='=]s tutorial details several parts of your character's life in Vault 101, from the moment they're born to some point after they reach 19 years old, before the story is kicked off properly when their dad suddenly leaves. However, the game was only somewhat pushy about keeping on the track of finding him, and it was still perfectly possible to put off completing the main quest without it feeling unnatural, since your character has no initial idea of where he actually went and can be played as potentially not caring all that much or figuring that he can take care of himself. ''Fallout 4'', in contrast, more decisively defines your character's background and their feelings on their missing baby, which gets in the way of allowing players to roleplay as anything other than a concerned parent, and the game pushes much harder for you to do the main quest, which creates a major source of disconnect between the player and their character because it doesn't make any sense to do sidequests over searching for your missing son.
** [[https://www.youtube.com/watch?v=Y5YnT_ktwho This video]] argues as much when comparing the ''Fallout 4'' quest "When Freedom Calls" and the ''Fallout 3'' quest "Following In His Footsteps", early-game quests which both climax with the player getting ATasteOfPower to take on a strong enemy. ''Fallout 3'' handled it better for several reasons: the setpiece in question takes you deep into the heart of the Capital Wasteland, meaning you invariably have to spend time doing sidequests, gathering supplies and leveling up to just be able to survive the regular encounters in that area of the game, and its taste of power is a weapon that is [[AwesomeButImpractical highly limited in potential uses outside of that setpiece]] due to the need to pay for repairs to keep it in working condition and rare ammo that is highly wasteful on anything smaller than one of the four remaining Super Mutant Behemoths. ''Fallout 4'', meanwhile, puts this setpiece in a place that takes at most ten minutes to reach from leaving the starting Vault, meaning you're still dealing with near-harmless insects and low-tier Raiders before and after it, and its taste of power is a suit of power armor you don't need special training to wear and a minigun with a thousand bullets in a common caliber, which combine to [[DiscOneNuke completely trivialize everything the game can throw at you from that point]] unless you make a conscious effort ''not'' to use them.
** On that subject, ''Fallout 4'' isn't the first game, even specifically among the 3D ''Fallouts'', to let you get power armor far earlier than expected; ''Fallout 3''[='=]s first DLC, "Operation Anchorage", lets you start it basically from the moment you leave Vault 101, and its reward is power armor training and a free suit of it to wear for the rest of the game. ''Fallout 3'' had several things going for it here that ''Fallout 4'' lacks, however: you have to buy the DLC in question and then play through its main quest before you get the reward, which means it's still a couple hours between leaving the tutorial area and getting power armor, and the armor itself is less broken on principle, acting as a replacement suit of armor that simply gives you a minor Strength boost and noticeably higher defense; the only truly broken part of the suit you get from the DLC is its sky-high durability, which [[GoodBadBugs wasn't even intended]]. ''Fallout 4'', in turn, gives you this early armor in the base game, does so within the first half-hour, and treats power armor as an exoskeleton worn over your regular armor that ''is'' broken on principle - it boosts your Strength further than it did in ''3'', makes you immune to falling damage and nearly impervious to weapons fire and radiation, and is easily kept in useable condition with nothing more than easily-acquired fusion cores to power it and random scrap to repair its constituent parts.
* GameBreaker: Several.
** For starters, ''every single add-on'' gives you at least one weapon that would be considered an EleventhHourSuperpower before the eleventh hour.
*** ''The Pitt'' has the Infiltrator, a silenced machine gun with a scope, and it's not a unique weapon. It has an even more powerful version of itself called the Perforator. With this and the stealth suit, you can breeze through the game without ever being seen. It also has the Metal Blaster, a laser rifle with a shotgun spread; due to the game giving each beam a separate critical hit chance, with the right build the weapon will deal absurd damage at close-to-medium range.
*** ''Operation: Anchorage'' gives you an indestructible suit of winterized power armor (although the indestructible bit is [[GoodBadBugs a mistake in the code]]) and the Chinese Stealth Armor that will basically give you the effect of a Stealth Boy permanently, thus giving you the ability to have perfect invisibility and be undetectable to all enemies in the game, as long as you're using a silenced or non-firearm weapon.
*** ''Broken Steel'' gives you the Tesla Cannon, which can kill most enemies with one hit and all but the strongest enemies with two, and it runs on one of the most common ammunition in the game.
*** Almost every item you can find in ''Mothership Zeta'' is a GameBreaker. Of particular note is the Captain's Sidearm, a better version of the [[InfinityPlusOneSword Infinity Plus One Gun]] of the base game. The other items are almost as powerful. Even the non-combat items are extremely useful: Alien Epoxy, which functions as a more exotic precursor to ''VideoGame/FalloutNewVegas''' Weapon Repair Kits, and Adapted Biogel, the best healing item in the game, in exchange for some annoying temporary side effects on occasion.
*** ''Point Lookout'' gives us the Microwave Emitter, which ignores armor. ''All'' armor. The Hellfire troopers are in for a nasty surprise.
** Ol' Painless, a unique version of the Hunting Rifle that can be acquired simply by going to the Republic of Dave in the furthest northeast corner of the map and getting Dave's key to his safe (you can complete a quest, or just kill or pickpocket him). It only has slightly more damage and worse durability than a normal Hunting Rifle....but it has a spread of 0. At a Guns skill of 100, every bullet lands ''exactly'' where the crosshairs are pointed. And it uses very cheap and common ammo that's available from the beginning of the game. Grind Guns as hard as you can and walk over to Ol' Painless and you can now snipe without a scope.
** The Dart Gun has a very high chance of crippling the legs of whatever it hits, turning melee enemies into a joke, including [[DemonicSpiders Deathclaws]].
** Fawkes, who can take on any enemy with almost complete impunity. Good once you hit level 20/30, since you won't have to use your own weapons any more. Unless you go to one of the DLC zones. Your Wasteland companions can't follow you there.
** With ''Broken Steel'', RL-3 levels up with the player at ten times the rate he should, giving him absolutely ridiculous health. That, combined with the fact that he can be obtained ''very'' early provided the player knows where to look (and where to get 500-1,000 caps) makes pretty much every other companion useless (except Fawkes, but that is pretty late in the game).
** The same can be said for Dogmeat, who receives the same ''Broken Steel'' benefits as Fawkes and RL-3. Go right to the Scrapyard at the beginning of the game and you have a nigh-invincible [[IncrediblyLamePun (Dog)]]meat shield right off the bat! Oh, and unlike RL-3 and Fawkes, Dogmeat can be recruited regardless of your Karma.
** The Grim Reaper's Sprint perk, restoring your action points once you leave V.A.T.S. if you killed someone in it. And you ''will'' kill someone, unless that someone is an Albino Radscorpion, Super Mutant Overlord or Behemoth.

to:

** ''Fallout 3'' was where the issue of your character having a defined backstory that really influenced the plot began; whereas other games had a backstory for your character that amounted to "you are a vault dweller/tribesman/courier" and where you came from or who your character was before the story started doesn't influence much of anything other than your initial goal (respectively finding a water chip for Vault 13, finding a GECK for Arroyo, and retrieving the Platinum Chip to complete your delivery job), ''Fallout 3''[='=]s tutorial details several parts of your character's life in Vault 101, from the moment they're born to some point after they reach 19 years old, before the story is kicked off properly when their dad suddenly leaves. However, the game was only somewhat pushy about keeping on the track of finding him, and it was still perfectly possible to put off completing the main quest without it feeling unnatural, since your character has no initial idea of where he actually went and can be played as potentially not caring all that much or figuring that he can take care of himself. ''Fallout 4'', in contrast, more decisively defines your character's background and their feelings on their missing baby, which gets in the way of allowing players to roleplay as anything other than a concerned parent, and the game pushes much harder for you to do the main quest, quest - as just one example, whereas ''Fallout 3'' lets you have conversations with characters related to its main quest without ever bringing up your missing father, ''Fallout 4'' [[RailRoading practically forces you]] to ask every relevant character you meet if they've seen your missing son, often before they've even given you their name - on top of the simple fact that it's a much more emotionally-urgent task for a parent to search for their missing baby while having ''no'' idea where that baby is than a legal adult to search for their missing father while having a good idea of which way he went, which creates a major source of disconnect between the player and their character because it doesn't make any sense to do sidequests over searching for your missing son.
** [[https://www.youtube.com/watch?v=Y5YnT_ktwho This video]] argues as much when comparing the ''Fallout 4'' quest "When Freedom Calls" and the ''Fallout 3'' quest "Following In His Footsteps", early-game quests which both climax with the player getting ATasteOfPower to take on a strong enemy. ''Fallout 3'' handled it better for several reasons: the setpiece in question takes you deep into the heart of the Capital Wasteland, meaning you invariably have to spend time doing sidequests, gathering supplies and leveling up to just be able to survive the regular encounters in that area of the game, and its taste of power is a weapon that is [[AwesomeButImpractical highly limited in potential uses outside of that setpiece]] due to the need to pay for repairs to keep it in working condition and rare rare, powerful ammo that is highly wasteful on anything smaller than one of the four remaining Super Mutant Behemoths. ''Fallout 4'', meanwhile, puts this setpiece in a place that takes at most ten minutes to reach from leaving the starting Vault, meaning you're still dealing with near-harmless insects and low-tier Raiders before and ''and'' after it, and its taste of power is a suit of power armor you don't need which only needs relatively common fusion cores rather than special training to wear run and a minigun with a thousand bullets in a common caliber, which combine to [[DiscOneNuke completely trivialize everything the game can throw at you from that point]] unless you make a conscious effort ''not'' to use them.
** On that subject, ''Fallout 4'' isn't the first game, even specifically among the 3D ''Fallouts'', to let you get power armor far earlier than expected; ''Fallout 3''[='=]s first DLC, "Operation Anchorage", lets you start it basically from the moment you leave Vault 101, and its reward is power armor training and a free suit of it to wear for the rest of the game. ''Fallout 3'' had several things going for it here that ''Fallout 4'' lacks, however: you have to buy the DLC in question and then play through its main quest before you get the reward, which means it's still a couple hours between leaving the tutorial area and getting power armor, and the armor itself is less broken on principle, acting as a replacement suit of armor that simply gives you a minor Strength boost and noticeably higher defense; the only truly broken part of the suit you get from the DLC is its sky-high durability, which [[GoodBadBugs wasn't even intended]]. ''Fallout 4'', in turn, gives you this early armor in the base game, does so within the first half-hour, and treats power armor as an exoskeleton worn over your regular armor that ''is'' [[GameBreaker broken on principle principle]] - it boosts your Strength further than it did in ''3'', makes you immune to falling damage and nearly impervious to weapons fire and radiation, and is easily kept in useable condition with nothing more than easily-acquired fusion cores to power it and random scrap to repair its constituent parts.
* GameBreaker: Several.
** For starters, ''every single add-on'' gives you at least one weapon that would be considered an EleventhHourSuperpower before the eleventh hour.
*** ''The Pitt'' has the Infiltrator, a silenced machine gun with a scope, and it's not a unique weapon. It has an even more powerful version of itself called the Perforator. With this and the stealth suit, you can breeze through the game without ever being seen. It also has the Metal Blaster, a laser rifle with a shotgun spread; due to the game giving each beam a separate critical hit chance, with the right build the weapon will deal absurd damage at close-to-medium range.
*** ''Operation: Anchorage'' gives you an indestructible suit of winterized power armor (although the indestructible bit is [[GoodBadBugs a mistake in the code]]) and the Chinese Stealth Armor that will basically give you the effect of a Stealth Boy permanently, thus giving you the ability to have perfect invisibility and be undetectable to all enemies in the game, as long as you're using a silenced or non-firearm weapon.
*** ''Broken Steel'' gives you the Tesla Cannon, which can kill most enemies with one hit and all but the strongest enemies with two, and it runs on one of the most common ammunition in the game.
*** Almost every item you can find in ''Mothership Zeta'' is a GameBreaker. Of particular note is the Captain's Sidearm, a better version of the [[InfinityPlusOneSword Infinity Plus One Gun]] of the base game. The other items are almost as powerful. Even the non-combat items are extremely useful: Alien Epoxy, which functions as a more exotic precursor to ''VideoGame/FalloutNewVegas''' Weapon Repair Kits, and Adapted Biogel, the best healing item in the game, in exchange for some annoying temporary side effects on occasion.
*** ''Point Lookout'' gives us the Microwave Emitter, which ignores armor. ''All'' armor. The Hellfire troopers are in for a nasty surprise.
** Ol' Painless, a unique version of the Hunting Rifle that can be acquired simply by going to the Republic of Dave in the furthest northeast corner of the map and getting Dave's key to his safe (you can complete a quest, or just kill or pickpocket him). It only has slightly more damage and worse durability than a normal Hunting Rifle....but it has a spread of 0. At a Guns skill of 100, every bullet lands ''exactly'' where the crosshairs are pointed. And it uses very cheap and common ammo that's available from the beginning of the game. Grind Guns as hard as you can and walk over to Ol' Painless and you can now snipe without a scope.
** The Dart Gun has a very high chance of crippling the legs of whatever it hits, turning melee enemies into a joke, including [[DemonicSpiders Deathclaws]].
** Fawkes, who can take on any enemy with almost complete impunity. Good once you hit level 20/30, since you won't have to use your own weapons any more. Unless you go to one of the DLC zones. Your Wasteland companions can't follow you there.
** With ''Broken Steel'', RL-3 levels up with the player at ten times the rate he should, giving him absolutely ridiculous health. That, combined with the fact that he can be obtained ''very'' early provided the player knows where to look (and where to get 500-1,000 caps) makes pretty much every other companion useless (except Fawkes, but that is pretty late in the game).
** The same can be said for Dogmeat, who receives the same ''Broken Steel'' benefits as Fawkes and RL-3. Go right to the Scrapyard at the beginning of the game and you have a nigh-invincible [[IncrediblyLamePun (Dog)]]meat shield right off the bat! Oh, and unlike RL-3 and Fawkes, Dogmeat can be recruited regardless of your Karma.
** The Grim Reaper's Sprint perk, restoring your action points once you leave V.A.T.S. if you killed someone in it. And you ''will'' kill someone, unless that someone is an Albino Radscorpion, Super Mutant Overlord or Behemoth.
parts.



** A BlackComedy version, Mister Lopez in Rivet City is contemplating suicide. If the player agrees to help him, he's flung backwards off the flight deck with the implication you push him. However, he's flung directly away from the player, not off the deck, so if you talk to him from the side, this results in him getting thrown backwards on the balcony, somehow dead from nothing.[[note]]Unless that "nothing" is having his skull cracked from falling onto the floor...[[/note]]

to:

** A BlackComedy version, Mister Lopez in Rivet City is contemplating suicide. If the player agrees to help him, he's flung backwards off the flight deck with the implication you push him. However, he's flung directly away from the player, not specifically off the deck, so if you talk to him from the side, this results in him getting thrown backwards on the balcony, somehow dead from nothing.[[note]]Unless that "nothing" is having his skull cracked from falling onto the floor...[[/note]]
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** ''The Pitt'' DLC. Some like the DLC's darker story and find the GreyAndGreyMorality to be more interesting and compelling than the BlackAndWhiteMorality of the base game's Main Quest. Others meanwhile feel that the DLC's two conclusions (either side with the slavers so they can continue researching a cure and building The Pitt into a city, but at the cost of more slaves being brought in to suffer and die in The Pitt. Or, side slaves and free them, but at the cost of kidnapping a child, killing her loving parents and giving her to people who are going to be less likely to extract a cure from her.) are both so horrible that it slips into TooBleakStoppedCaring territory.

to:

** ''The Pitt'' DLC. Some like the DLC's darker story and find the GreyAndGreyMorality to be more interesting and compelling than the BlackAndWhiteMorality of the base game's Main Quest. Others meanwhile feel that the DLC's two conclusions (either side with the slavers so they can continue researching a cure and building The Pitt into a city, but at the cost of more slaves being brought in to suffer and die in The Pitt. Or, side with the slaves and free them, but at the cost of kidnapping a child, killing her loving parents and giving her to people who are going to be less likely to extract a cure from her.) are both so horrible that it slips into TooBleakStoppedCaring territory.

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